So, earlier I posted this. It's 'the necromancer I'd like to play'. was hoping for a little more discussion? made a couple little tweaks in blue.
danny wrote:Necromancer class
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* a shortsword melee class that uses dark magic to overwhelm foes before striking the killing blow
* skills: hexblades, 'ritualism', 'spiritism'
* necromancer spells are not INT dependent much like piety and divinity spells
* gains def bonus from light and medium armor
* hexblades - ability to wield a cursed shortsword and gain all the inherent ability's of the shortswords skill. blessed maces to maces is hexblades to shortswords
* change hexblades SDDO to 10%str/90%dex
* hexblade skill still grants title 'slasher'
* ritualism spells can be written on blank scrolls by a ritualist (witch/warlock?) w/ enough skill to cast the spell, the scrolls are soulbound
* writing a ritualism spell takes a small amount of hp depending on the circle of the spell (as they are 'written in blood' symbolizing the personal importance of the 'ritual' and symbolism involved in the nature of the skill)
* undead race can not bleed so they must be adjacent to a corpse to write ritualism spells!!
* ritualism spells can ONLY be cast from a scroll
* add QAW to necromancers spell list and give magery a new circle 6 spell
* ritualism spells:
- 1, Yelm Quis - place curse - curses an item
2, In Nox - power word decay - poisons target at range
3, Des Grav - weaken - cuts nearby enemies' AS
4, An Xen Lor - blind - blinds target at range
4, An Xen Mani - sicken - induce sickness at range, possibly simple DOT effect for pvm if monsters cannot contract sickness
5, In Jux - magic trap - leaves a hidden trap on a tile triggered when an enemy steps on it
5, Quas An Wis
6, Jux Por Grav - power word choke - induce choking status and hamstrung status at range until you move from your current space, possibly slight DOT with the same movement resriction for pvm if monsters functions are different
6, An Yelm Sanct - dark shroud - all adjacent enemies take damage
7, Sanct Quas - conceal - immediately hides you and all nearby allies. not invis, you still go out of hiding if you have no stealth skill and move. allows use of backstab for necromancers but would clearly have need of a small cooloff to prevent cheesing
8, An Ort - silence - temporarily disable adjacent target from casting magical abilities
8, Des Rel Corp - plague - inflict plague on target at range
* spiritism spells:
- 1, Kal Jux - minor fear - causes adjacent target to flee in terror
2, Kal Des - minor raise dead - summons a skeleton
2, Ex Bet Lor - nightvision
3, Rel Xen Grav - anger - you and nearby allies' rage gains 2x
4, Vas Kal Des - raise dead - raises undead mobs based on level
4, Des Xen Mani - dark force - casts heal other on all undead mobs or players
5, Rel Xen Sanct - energy bind - costs 20% of your total hp. fully restores nearby allies' mana
6, Quas Por - haunt - teleport to square adjacent to target, square based possibly on the direction facing when cast so they could appear 'behind' the target
6, Xen Des Wis - bloodsmell - temporary ifravision
7, Kal Des Grav - raise flesh scourge - raise a single undead champion w/ high physical attack
7, Kal Des Ort - raise mind scourge - raise a single undead champion w/ high magical attack
7, Vas Kal Jux - greater fear - causes all nearby enemies to flee in terror
8, Rel Xen Yelm - pain bind - target temporarily receives the same amount of damage it inflicts on you and all nearby allies
And here's my take on
Bards
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* a class of intelligent folk who choose to put their minds to something other than simply runic magic
* skills: performance, song-lore, intuition
* with intuition the bards unarmed skill is boosted with rage to a maximum of 100% of full intuition skill, with corresponding full (100%) rage
* intuition grants a boost to the passive dodge ability usually gained with DEX
* intuition skill warns the bard when he is adjacent to traps, or if not already being pursued by a mob when he is just out of range of a mob's vision
* intuition raises by engaging in combat
* performance allows the bard to both craft and use swords with uncanny skill
* with performance the bard gains a 1 point boost in any crafting skill with each use to a maximum of the bards total performance skill
* crafting skill bonuses gained from performance skill disappear when the bard uses a different crafting skill
* performance abilities:
- dance of the aristocrat - boosts your foils skill to match performance skill
dance of the disciple - boosts your longswords skill to match performance skill
rogue masquerade - boosts your DEX to match your INT, reverses the effect of 'warrior poet' ability
warrior poet - boosts you STR to match your INT, reverses the effect of 'rogue masquerade' ability
* song-lore abilities (or songs) may only be performed while wielding a musical instrument
* song effects (when applicable - MOST are) are INT based
* some one handed instruments (pan-flute? ocarina? tambourine?) with lessened effects may be added for the bard who does not wish to key bind his instrument and weapons of choice
* songs are all easily available to learn at any level
* you and your party members are only effected by the last song played, when another is played the effect is switched
* mobs, which are occasionally targeted by song-lore abilities, are likewise only effected by the last song played. playing a support song for yourself snaps the monsters from the previous effect
* switching out a readied instrument for a weapon does not end the effect of the song (as it can be assumed that the song is carried on vocally, chanted by both the bard and his party, and also because the emotional effect could be said to linger. of course for gameplay this allows the bard both the use of his songs' effects AND combat freedom)
* song-lore abilities:
- song of compassion - grants you and your allies truesight, nightvision, attack speed boost and a stealth boost
song of valor - gives you and your allies immunity to disarming and a boost in def and MR, boost raises at 50% hp and again at 10% hp
song of honesty - gives you and your allies hp and mana regeneration even in battle
song of justice - boosts you and your allies' DEX
song of honor - boosts you and your allies' STR
song of sacrifice - boosts you and your allies' AS and damage
song of spirituality - gives a boost to you and your allies' respective highest stat (to both, or even all, if they are equal) this songs stat boost is not quite as high as those in the songs of justice and honor
song of humility - you and your allies' gain immunity to poison, disease, blinding, sleep, bleeding, choking, paralysis, and hexing and a boost to hp
dirge of fear - causes all enemies to flee in terror and cuts their max hp
march of hatred - releases on all enemies damage over time and cuts their def and MR
ballad of falsehood - put enemies with low enough MR into a neutral state
* songs are learned simply by meditating (not leveling, just meditating for a while) at their respective shrines while an instrument is readied. 'just long enough to gain a bit of musical inspiration'
* offensive songs might be learned by dying certain ways
I do this out of boredom. Does it sound playable though?